Monday 28 January 2013

INTRODUCTION TO SPECIALIST PATHWAY


Today I am looked at some Maya tutorials in internet. I found a new type of selecting objects face or vertex in Maya it called soft selection.It allows me to use a falloff on my selection to create more organic curves and shapes quickly. I am adding a link to the tutorial

https://www.youtube.com/watch?v=-Oy_yUyS0Ws&noredirect=1

I got a link to great interview with

Francesco Legrenzi


http://www.cgrecord.net/2010/07/interview-with-francesco-legrenzi-part.html

This interview is about 3d design and game history


this is a link so special  Autodesk and products like AutoCAD from the past back to the start 1983. 
http://www.flickr.com/photos/btl/sets/72157600140924927/










Friday 25 January 2013

INTRODUCTION TO SPECIALIST PATHWAY

I started modeling slowly with polygon.













This is a screenshot of developing gladiator model with polygon. I have to make this model same as the helmet, modeling only half first then duplicate it later.


I am showing here a tutorial to modeling that I looked through my modeling.Watching tutorials can very helpful when modeling if I got a doubt i can easy check that on some tutorials in web also reading Maya books can help developing a good character model.

Monday 21 January 2013

INTRODUCTION TO SPECIALIST PATHWAY

For character design first I need reference images. same as the way that I created helmet before. I have the reference image from Google.

I had a try to draw my self but later I thought if I draw my self it will make too much time so I started with this.


Now I have to split this images into three parts then I going to ad this to Maya image plane. the way I am going to set up the image plane is same as helmet design.(poly image plane)
This is the image plane screen shot from Maya


This is a tutorial that I find from youtube, On modeling character.I try to do same as this tutorial.


Friday 18 January 2013

INTRODUCTION TO SPECIALIST PATHWAY

3D CHARACTER DESIGN




I am showing here is my gladiator 3d character development through the modeling process.Before the starting of modeling I have been researching on 3d character modeling. This is my first character model so I am trying to get the best from me.
I am showing here two images of gladiator from my research. I start to researching on gladiator 3d models in web. proportions of the characters from this images is very good I will try my best to get proportions of the human.

I understand that this is a low polygon model so when I am start to make my model I am also expecting a low polygon gladiator model.

I think that for the first time creating a model may be not that good in proportions. In this model the creator made shield and sword separate but he made the helmet on the main character.For my model I already made my helmet and I will make all other objects with character. there isn't any shield for my gladiator but I have to make scissor.                                                    

Thursday 17 January 2013

INTRODUCTION TO SPECIALIST PATHWAY

I finished helmet design I am showing here with out texture 

From now I am doing texture mapping . In maya its UV Texture editor. 

UV mapping 

UV mapping  is a process of projecting texture map onto a 3d object 

For UV mapping  the model need to unfold. Then take this unfold object to Photoshop and texture there. After that the texture map will take it into Maya then hyper shade  to he 3d model



In this picture the models are textured with UV map checker  This is for to check the texturing.If the mapping is not wright the box will not look perfect.










I made some research for uv mapping tutorials.

http://cgterminal.com/2011/08/01/maya-uv-mapping-for-beginners-tutorial/

I try to understand the way in this tutorial uv mapping

The youtube tutorial above is really good and this tutorial help me to understand unwrapping . I start to un fold my helmet ad texture to it.



This is a scree shot of helmet uv mapping



































This is the final helmet design after adding texture to it. from now I have to create model of the gladiator.

CREATIVITY AND SOCIAL CONTEXT

16.01.13
Today after noon Neil started with an introduction on creativity and social context, giving us new brief  and explaining module hand book. For this module i want to develop my knowledge over history of 3D design. In the hand book Neil gave us some books and videos about ,Pixar, ILM, and Disney. I already know that there are the biggest companies in industries of 3D animation film field,but through this module I can understand the history and how the companies started. Neil showed us To Infinity and Beyond!: The story of Pixar Animation Studios  video first half , According to me that video is really amazing I started to know more about Pixar. 

Wednesday 16 January 2013

INTRODUCTION TO SPECIALIST PATHWAY

Easy way of making a model in Maya is to make half part of the model then later duplicate,If anything need to change on other side after duplicating it can be done. Through the tutorials I understand the way they creating models.
 I completed my helmet doing one side duplicate from other side.from now I have to texture the helmet I am going to explore new way of  texturing first time, UV Mapping.



I finished helmet design I am showing here with out texture



http://www.jrrio.com.br/en/en-hist.html#AutoCad


above website is a reference to history of autocad and 3d design



Wednesday 9 January 2013

INTRODUCTION TO SPECIALIST PATHWAY

I start making helmet first for my 3d model. so I need to get preparing image plane for the helmet. I start research on web for some creating Image plane tutorial for Maya .

http://www.cgonlinetutorials.com/tutorials/3ds-max/modeling-torso.html

I find out  the link showing above for a character design also they showing how to setting up the image plane

http://www.spafi.org/index.php?option=com_content&task=view&id=344

This link also help me to understand the image plane set up

But for my last project (penguin pool) Neil showed me another way of Image plane set up. I want to use that way for my helmet design. I think that was very easy for me. Explaining below how to set up 

Poly image plane 

1. create cube polygon  with same dimension ( width , hight , depth ) as the image . For the image when it creating in Photoshop all sides need to create as same dimension
2. select face for adding the image ( if  the image is front side on cube select the front side face like that for all sides )
3. add the image to polygon cube face using hypershade - Lambert-assign image into selected face
4. after added the all side images make sure the back face culling is on 
(on perspective view port  shade-click the back faceculling)
5. select all cube then go to Normals - reverse

6. after all this for locking the cube ( otherwise when modeling some time its possible to select the cube, So its need to lock) go to Layer - lock the layer from display type need to change it in to reference

After that  I start to make helmet according to the perspective view of my image plane with polygons

Above showing a small video tutorial for helmet making.